thorvg/src/renderer/gl_engine/tvgGlTessellator.h
Hermet Park 8a35f02105 renderer/engines: redesigned RenderRegion property layout
redefiend properties so that min/max are prioritized,
as they are accessed more frequently than pos/size
during rendering calculations.

also introduced miscellaneous functions to improve usability.
2025-05-28 11:41:52 +09:00

164 lines
5.1 KiB
C++

/*
* Copyright (c) 2023 - 2025 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_GL_TESSELLATOR_H_
#define _TVG_GL_TESSELLATOR_H_
#include <cstdint>
#include "tvgGlCommon.h"
namespace tvg
{
class ObjectHeap;
struct Vertex;
struct Edge;
struct Polygon;
struct MonotonePolygon;
struct VertexList;
struct ActiveEdgeList;
struct RenderShape;
class Tessellator final
{
public:
Tessellator(GlGeometryBuffer* buffer);
~Tessellator();
void tessellate(const Array<const RenderShape*> &shapes);
private:
void visitShape(const RenderPath& path);
void buildMesh();
void mergeVertices();
bool simplifyMesh();
bool tessMesh();
bool matchFillRule(int32_t winding);
Edge *makeEdge(Vertex* p1, Vertex* p2);
bool checkIntersection(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
bool splitEdge(Edge* edge, Vertex* v, ActiveEdgeList* ael, Vertex** current);
bool intersectPairEdge(Edge* left, Edge* right, ActiveEdgeList* ael, Vertex** current);
Polygon *makePoly(Vertex* v, int32_t winding);
void emitPoly(MonotonePolygon* poly);
void emitTriangle(Vertex* p1, Vertex* p2, Vertex* p3);
FillRule fillRule = FillRule::NonZero;
ObjectHeap* pHeap;
Array<VertexList*> outlines;
VertexList* pMesh;
Polygon* pPolygon;
GlGeometryBuffer* buffer;
};
class Stroker
{
struct State
{
Point firstPt;
Point firstPtDir;
Point prevPt;
Point prevPtDir;
};
public:
Stroker(GlGeometryBuffer* buffer, const Matrix& matrix);
~Stroker() = default;
void stroke(const RenderShape *rshape, const RenderPath& path);
RenderRegion bounds() const;
private:
void doStroke(const RenderPath& path);
void doDashStroke(const RenderPath& path, const float* patterns, uint32_t patternCnt, float offset, float length);
float strokeRadius() const
{
return mStrokeWidth * 0.5f;
}
void strokeCap();
void strokeLineTo(const Point& curr);
void strokeCubicTo(const Point& cnt1, const Point& cnt2, const Point& end);
void strokeClose();
void strokeJoin(const Point& dir);
void strokeRound(const Point& prev, const Point& curr, const Point& center);
void strokeMiter(const Point& prev, const Point& curr, const Point& center);
void strokeBevel(const Point& prev, const Point& curr, const Point& center);
void strokeSquare(const Point& p, const Point& outDir);
void strokeSquarePoint(const Point& p);
void strokeRound(const Point& p, const Point& outDir);
void strokeRoundPoint(const Point& p);
GlGeometryBuffer* mBuffer;
Matrix mMatrix;
float mStrokeWidth = MIN_GL_STROKE_WIDTH;
float mMiterLimit = 4.f;
StrokeCap mStrokeCap = StrokeCap::Square;
StrokeJoin mStrokeJoin = StrokeJoin::Bevel;
State mStrokeState = {};
Point mLeftTop = {0.0f, 0.0f};
Point mRightBottom = {0.0f, 0.0f};
};
class DashStroke
{
public:
DashStroke(Array<PathCommand>* cmds, Array<Point>* pts, const float* patterns, uint32_t patternCnt, float offset, float length);
void doStroke(const RenderPath& path);
private:
void dashLineTo(const Point& pt);
void dashCubicTo(const Point& pt1, const Point& pt2, const Point& pt3);
void moveTo(const Point& pt);
void lineTo(const Point& pt);
void cubicTo(const Point& pt1, const Point& pt2, const Point& pt3);
Array<PathCommand>* mCmds;
Array<Point>* mPts;
const float* mDashPattern;
uint32_t mDashCount;
float mDashOffset;
float mDashLength;
float mCurrLen = 0.0f;
int32_t mCurrIdx = 0;
bool mCurOpGap = false;
bool mMove = true;
Point mPtStart = {};
Point mPtCur = {};
};
class BWTessellator
{
public:
BWTessellator(GlGeometryBuffer* buffer);
~BWTessellator() = default;
void tessellate(const RenderPath& path, const Matrix& matrix);
RenderRegion bounds() const;
private:
uint32_t pushVertex(float x, float y);
void pushTriangle(uint32_t a, uint32_t b, uint32_t c);
GlGeometryBuffer* mBuffer;
BBox bbox = {};
};
} // namespace tvg
#endif /* _TVG_GL_TESSELLATOR_H_ */